The new O&G book is confirmed for March 2011, see the GW Incoming! article.

Pre-orders will be up at February the 9th. With releases the 5th and 13th of March. It is yet unclear what will be released when.

According to Harry, "in 8th edition, and starting with Orcs and Goblins we can expect a whole different kind of army book. Obviously many of the same sections will be there but expect something a bit different." The army book is rumoured to be hardcover, and to be a good bit bigger than the current one.

We get 3 new plastic sets and 3 new blisters:

Plastic:

* Savage Orc Boyz* Savage Orc Boar Boys* the Aracharok Spider

Blister:

* Wurrzag on foot* Savage Orc Great shaman on boar - He is repudetedly standing on the boar and the boar is a metal version of the new boars with slightly bigger horns and some savage orc adornements (feather/bone)* a third blister of (yet) unknown content

Things we do not get:

* Orcs do NOT get devestating charge (hastings).* Hobgoblins.* common forrest goblins (on foot).* Orc Idols and some huge cave beast (though we might hope Warhammer Forge may come up with something nice, eh? But nothing is in the pipelines just yet according to people that talked to them at Games Day UK)* Plastic Sguigs* Black Orc Boar Boys* Skirmishing giant spider riders* new common Goblins on foot and wolf* new Boyz on foot

For a future wave release, there might be new common goblins and wolf riders in the pipeline.

We keep all current special characters(that includes Grom in his chariot!) and get Wurzzag and two goblin special characters; both heroes, one of which is a forest goblin on a giant spider (aka cavalry base spider) for a total of 15 lord choices and 11 hero choices!

We get a new model, the Arachnarok spider. It can be taken as a mount for a common goblin great shaman, or it can be a rare choice. As a rare choice it will have options for some warmachine thing or other special rule in that regard.

Common goblins will get some sort of a unit upgrade. Hastings hinted at something that has two handweapons but is not an assasin.

(Common) Goblin characters will be able to ride Giant and Gigantic spiders, so an all spider army should be viable (by Hastings).

Also we may be getting another new unit besides the Arachnarok, though it is unclear what it is at the moment.

In contrast to the GW article - were Ork Boyz are said to be not replaced - it seems that these three products are discontinued for the moment:

Orc & Goblins Army BookOrc Warriors RegimentOrc & Goblins Batalion

This makes sense for the book and the batalion; the Boyz could get a new box art.

Disclaimer: I will repeat some thingsthat already were said. I will only talk about -new- things. I will nottalk about pointcosts. I have a raging headache, so there will be moremispelling than usual.

General Rules

Animosity: Each Unitwith the Animosity special rule with at least 5 moldels wit hthat rulerolls 1d6 at beginning of their players turn. 2+ nothing happens, andthe unit may act normally.

You do not toll for animosity as long as you man a building.

On a roll of 1, roll a D6 again, and consult the following chart to see what happens.

1:The unit deals D6 S3 autohits to the nearest friendly unit with: atleast 5 models that have the animosity rule, within 12 inches. The'hit' unit afterwards deals D6 S3 hits to the quarreling unit. Ifthere's no valid 'target', treat this result as a 2-5Hordes caus 2D6 hits.This never causes panic.Bothunits may not perform any other action in this turn. The 'victim' doesnot have to roll for animosity this turn - they are to busy fightingback.

2-5: The unit has to declare an attack at the nearestvalid enemy unit. If there is no target, the greenskins start to attackeach other. Nothing happens, but the unit may not move, attack, shootor cast spells for the following turn.

6. "Who's da best? Yes,dat's us. Let's get 'em!" The unit is aligned towards the nearest enemyunit and performs a regular move action towards that unit (it may notmarch, and stops 1 inch before enemy units. ). Afterwards, the unit mayact normal. If there is no visible opponent the unit moves straightforward.EG: A unit of Goblin Wolf Riders rolls a 1, followed by a6, for animosity. You measure the distance to all enemy units, and findthat a unit of Highelf Reavers, standing 20" away in their flank, isthe nearest unit. The goblins are now turned on spot (as they would beif they were to persue an enemy) and are moved 9 inches towards thereavers afterwards. They may declare a charge, move, march or firetheir weapons at will.

Choppas.A model with a Choppaincreases it's strength characteristics by 1 for each first round ofclose combat. This does not apply to mounts of any kind. It applys tomagical weapons aswell.

Fear Elves:Any Elven Unit causes fear for a unit with this special rule.

Size matters:Orksnever have to pass a panic test caused by a unit that is only composedfrom goblins or creatures ridden by goblins (that goes for thearachnarok spider aswell)

Waaagh! Special rule.Onceper game, a Orc Warboss who is the army general of any kind (Savage orBlack or Vanilla) may declare a Waaagh, after he declared a validcharge. For the rest of the turn all units of Boar Boys (any kind) orOrcs (any kind) that have at least 5 models gain +1 on their combatresolution. The Generals unit gains +D3 instead. (Yes, that rule islame.)

Surpress Animosity (Black Orc Characters) If a unit failstheir animosity check, the Boss deals D6 S5 hits, that may not beallocated to the boss and never cause panic.

Shaman - no change.

I don't know if it was the case earlier, but great orc shaman may mound a wyvern now.

Orcs:

Arrar Boys Boss gains +1 BS instead of +1 A/WS

Boar Boys:Nochanges in stats. Come with a hand weapon and light armour at moderatepoint costs. Big un upgrade and weapons upgrades are a little cheaper.Overall I personally still don't deem them worthy...

Savage ORcsSavageorcs gain the impact-spear. It'S a unit upgrade that can be taken once.The unit deals D3 S5 impact hits (which deal D3 wounds at largecreatures) as long as it has at least 1 rank of 5 models behind thefirst.. You have to nominate 1 model that causes the hits at thebeginning of close combat.

Savage Boar BoysSavage Boar Boysgain +1 attack from fighting with 2 handweapons, but they suffercasulties for dangerous terrain on a roll of 1-2.

Goblin Bosses (any kind) - no changes. They may NOT declare a Waaagh.

Goblin ShamanNightGoblin Shaman now have magic shrooms (don't know what they are called)as a default loadout. they have to take one at east attempt to cast aspell. They add D6 on their casting attempt.This is not counted apower dice and therefor may not trigger irresistable force. If thegoblin rolls a 1 for the shroom he loses a wound on a roll of 4+ andthe cast is automatically considered a miscast (meaning it fails) aslong as he doesn't roll irresistable force with the power dice.

GoblinsUpgrade costs at the same price as skaven clanrats.Nigh Goblins may get to pic either bows or spears for free instead.SneakyGitz (those new chars) are treated as characters and may not leave theunit. They are hidden just as skaven/DE assassins, nut have to berevealed at 1st round of cc. they may be targetted individually.Thay gain killing blow at first round of combat.They have a S of 3, 2 A, WS 2.

Goblin Wolfridersremain light cavallery with 4+ AS.

Goblin Chariotsthe same, same options.

Rock Lobba - the same

Spear Chukka:If you roll a 1 to hit you roll on the misfire chart of Stonethrowers from the rulebook.

Doom DiversFires like a Stonethrower, but still deals D6 S5 hits with no AS allowed.Youmay hit several units with the doom diver theoratically, as you use hisbase (the winged guy on the skimemr base) to determine who's hit.

Spider-RidersMay move across obstacles and Buildings without penaltys, but not end their movement atop of them (or in them)They can fight in buildings and keep all benefits from being mounted. Mount and rider count as 1 model.

Allattacs in CC are fought against the Spider. You cannot attack thegoblin crew in any way. If it's mounted by a great shaman the shaman ishit by all ranged attacks on a roll of 5+

It has a Crew of 8 goblins armed with bows and spears.

Poisonedblow: befor rolling to hit with the spider you have to pick one of it'Sattacks and roll that seperate. This attack deals multiple wounds (D6)

Netlobberis a Stone thrower with S 1(3), units hit suffer from always strikeslast until the End of the spiders NEXT turn (3 rounds of cc totally).It may fire and move, but not march. Misfire means it just doesn't fireat all.

Shrine: +2 to channel for all friendly mages within 12", shaman on top gains Master of Lores

Fanatics: The same as before, only that they are counted as being in light cover.

Squigs: No characters may join squig herds.

Squig RiderCavallery, skirmishers. If you roll a triple 6 for movement, each squig causes impact hit (1)GiantCave Squig: A character mounted on a giant cave squig may join squigriders. Ig he does the unit may reroll their movement roll.

Squig fanatics:S6, T4, W3.They move 3D6 inches until they come in contact wit a unit. From there on they act like fanatics. Counting to be in light cover.

Work like fanatics, only that they deal 2D6 S6 armourpiercing attacks.

His wapon grant him ASF, ignores Armour saves and causes multiple wounds (d3)Works as General and BSB within 18 inches all the timeyou may field as many biguns as you want with gorbadas long as he lives all units within 18 inches from him get a bonus of his current wounds on their rolls on the animosity chart.

AzhagLvl 3 Wizard using lore of deathall orcs within 18 inches of azhag have to reroll failed animosity checks

WurzhagLvl 4 wizardFurrySquig: may store up to 1 power or dispel dice per (regarding who's turnit is) to be used in the next magic phase. (either as a power or dispeldice)Has MR (3) and may reroll miscast rolls.5+ wardsave through his warpaintHis mask contains the spell "Destructive Glare", see magic section later on.

Wurrzagh'sFury: Curse spell, 8+. all enemy casters within 12 " have to roll 1 d6.They are removed from play with no saves allowed on a roll of 6,including their mounts. For each killd wizard Wurrzhag gains 1 die inhis furry squig, and the capacity for stored dice is increased by 1.

Gromno change, but he may declare a Waaagh which affects all Goblin infantry or cavallery in adition to all orc units.

At the beginning of the game roll a D6 for eachemeny unit. On a roll of 6 they are delayed and arrive in their owners1st turn via reinforcements.

Nightgoblin Units that rallied after chosing 'flee' may move after regrouping, as if they were light cavallery.

Snagla MagotspittaSpider Cavallery character. (he's a hero choice, not an upgrade.)he has poisoned attacks and dals multiple wounds (D3) - he has a one time thrown weapon with the same rule.He has to join a unit of spider cavallery. They get hatred (Imperium).

Gitilla the HuntaWolfrider CharacterHe and his unit of wolf riderz gain +1 BS and may reroll flee and persuit rolls.HE has a Sultiple shots (3) Bow

Grimgore IronhideLooses 2 Attacks and drops in points. Same weapon, same armour.He has a choppa (and therefor S8 in first round of combat...)He may declare a Waaagh!He has to join a unit of Black Orcs, and no other character may join that unit.The unit gains hatred (everyone, every last of 'em) and increases it's weapon skill by 1 (yes, that's for free)

MagicI'm sorry, I don't know casting values.

The small Waaagh!Sneakythievery: After a small waaagh spell is succesfully cast (and notdispelled), roll a D6. You gain 1 powerdice on a roll of 5+, while youroponnent loses a dispel dice. if he has no more dispel dice, this hasno effect.

Base spell: Naughty Stabbingtargetted unit within12 inches gains armour piercing attacks. In adition they may rerollhits and wounds when they attack an enemy in the flank or rear.

2nd spell: Gift of the Spider Godtargetted friendly unit gets poisoned attacks, or the effect of exsisting poison is increased to 5+.

3rd spell: ItchingTargettedenemy unit reduces it's Movement and Initiative characteristics by D6(minimum of 1). Units with the random movement rule reduce the dicerolled to determine their movement by D3 (and still suffer D6 penaltyon their I score)

4: Gork will fix it:Targeted enemy unit has to reroll all To hit, to wound and armour saves of 6.

5: Nightshroud.castersunit is treated as being in light cover. All enemy units getting in b2bontact with the affected unit have to take a test for dangerousterrain. May be expanded to all friendly units within 12".

6: Bad Moon's CurseRiP,Magic Whirl. 3" template, moved 4D6 in a straight line away from thecaster in a direction of his chosing. All models touched by thetemplate have to pass a test on the following characteristic, or louseone wound with no AS allowed (roll a D6 to determine thecharacteristic):1-2: Initiative3-4: toughness5-6: strength.May be boosted to 5" template and characteristic of the wizard's chosing.

Big Waagh!Aslong as there are more Orc units in CC than there are fleeing Orc unitsthe strength characteristic of all spells from the big Waaagh isincreased by 1.

3rd spell: Gorks hand:Pickone model from the frst rank of targetted friendly unit. Place it withalignement of your chosing within 3D6 inches of former location, andarrange the unit in same formation around it. May be boosted to 5D6.